/**
	This file is part of Fighting Field.

	Fighting Field is free software: you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation, either version 3 of the License, or
	(at your option) any later version.

	Fighting Field is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.

	You should have received a copy of the GNU General Public License
	along with Fighting Field.  If not, see <http://www.gnu.org/licenses/>.
*/

#include "StateInGame.h"

#include "Game.h"

namespace FF
{
	StateInGame::StateInGame(StateMachine* parent)
		: State(parent)
	{
	}

	StateInGame::~StateInGame()
	{
	}

	bool StateInGame::Init(const StateParam& param)
	{
		return true;
	}

	bool StateInGame::Release(const StateParam& param)
	{
		return true;
	}

	bool StateInGame::Enter(State* from, const StateParam& param)
	{
		/*unsigned int sizeX = 400;
		unsigned int sizeY = 400;
		bool fullscreen = false; 
		Game::GetPtr()->CreateRenderWindow(sizeX, sizeY, fullscreen);*/
		return true;
	}

	bool StateInGame::Exit(State* to, const StateParam& param)
	{
		return true;
	}

	bool StateInGame::Step(const Ogre::Real& dt)
	{
		return true;
	}

	bool StateInGame::Update(const Ogre::Real& dt)
	{
		return true;
	}
}